Led a high-performing team
Helped shape and guide the roadmap of Unity's key revenue business.
As Head of Product Design for Unity's advertising and monetization business, I led a 15-person team and the end-to-end customer experience across a machine-learning platform serving millions of app developers and advertisers. The work reached beyond interface design—into product strategy, platform architecture, go-to-market, and how the organization operated.
Helped shape and guide the roadmap of Unity's key revenue business.
Kept internal teams and external audiences aligned on our key goals.
Created space for user-level thinking in product-roadmap decisions.
Set the quality bar across marketing and product work.
From acquisition and monetization products to the shared systems and web experiences around them.
Tools for developers to earn revenue by showing ads. We redesigned the mediation experience, making a complex ML-driven system accessible to everyone from solo indie creators to large studios with dedicated monetization teams.
Years of interviews exposed a durable job to be done: developers wanted more ways to make money. We championed a roadmap spanning IAP, offerwall, new ad formats, and a more connected monetization system.
Campaign tools for advertisers acquiring users for their apps. We redesigned campaign creation to balance advertiser control with algorithmic optimization, and rebuilt reporting so advertisers could connect spend to outcomes like retention and ROAS.
We made the relationship between customer actions, shared signals, targeting, and campaign performance visible. Clear benefits and informed choices increased participation while improving outcomes for customers and the platform.
Users engage with offers in exchange for in-app rewards. We redesigned both sides: the consumer experience inside games and the publisher dashboard. A three-sided design challenge — native to the app, valuable to the user, performant for the advertiser.
The analytics layer that ties every product together. We built unified reporting for publishers and advertisers — each with different mental models for what "performance" means — surfacing actionable insights rather than raw data.
New ad experiences beyond standard interstitials and banners — playable ads, interactive end cards, and formats that blur the line between content and promotion. More engaging for users, more effective for advertisers, more lucrative for publishers.
Our teams used A/B testing to continually improve formats, interactions, and incentives. Many of those design-led experiments produced meaningful conversion gains through repeated iteration rather than occasional large redesigns.
Six products built by different teams with different stacks and design conventions. We built a shared design system and drove adoption by treating it as a product, not a mandate — making it genuinely faster to use than to build from scratch.
I led design for the Unity web platform—the templates, navigation, and information hierarchy that structure how millions of developers discover and engage with Unity's products.
Across navigation, signup, product routing, and onboarding, we repeatedly removed friction and clarified the next action. Those gains compounded into more—and better-qualified—customers reaching Unity's core products.